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Using tilemaps: small fixed, 3.0 update

Max Hilbrunner 7 年之前
父节点
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共有 1 个文件被更改,包括 18 次插入16 次删除
  1. 18 16
      tutorials/2d/using_tilemaps.rst

+ 18 - 16
tutorials/2d/using_tilemaps.rst

@@ -7,8 +7,8 @@ Introduction
 ------------
 ------------
 
 
 Tilemaps are a simple and quick way to make 2D game levels. Basically,
 Tilemaps are a simple and quick way to make 2D game levels. Basically,
-you start with bunch of reference tiles (or pieces) that can be put in a
-grid, as many times each as desired:
+you start with bunch of reference tiles (or pieces) that can be put on a
+grid, as many times each as desired - think of it like a map editor:
 
 
 .. image:: img/tilemap.png
 .. image:: img/tilemap.png
 
 
@@ -19,14 +19,16 @@ Making a tileset
 ----------------
 ----------------
 
 
 To begin, a tileset needs to be made. Here are some tiles for it.
 To begin, a tileset needs to be made. Here are some tiles for it.
-They are all in the same image because artists will often prefer this.
+They are all in the same image for optimization reasons.
+There are so-called *texture packers* that will generate these spritesheets
+out of your separate texture files.
 Having them as separate images also works.
 Having them as separate images also works.
 
 
 .. image:: img/tileset.png
 .. image:: img/tileset.png
 
 
-Create a new project and move the above png image into the directory. Next 
-go into the image settings and turn off ``Filter``, keeping it on will cause 
-issues later. 
+Create a new project and move the above PNG image into the directory. Next 
+go into the image's import settings and turn off ``Filter``, keeping it on will cause 
+issues later. ``Mipmaps`` should already be disabled, if not, disable this too.
 
 
 We will be creating a :ref:`TileSet <class_TileSet>`
 We will be creating a :ref:`TileSet <class_TileSet>`
 resource. While this resource exports properties, it's pretty difficult
 resource. While this resource exports properties, it's pretty difficult
@@ -42,9 +44,10 @@ it from a specially-crafted scene!
 TileSet scene
 TileSet scene
 -------------
 -------------
 
 
-Create a new scene with a regular node or node2d as root. For each tile,
-add a sprite as a child. Since tiles here are 50x50, you should turn on the grid
-(``G`` key) and enable snap. Moving tiles with the mouse might still be a innacurate
+Create a new scene with a regular Node or Node2D as root. For each tile you want to define,
+add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid
+(``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key).
+Moving tiles with the mouse might still be a innacurate
 so use your arrow keys as well.
 so use your arrow keys as well.
 
 
 If more than one tile is present in the source image, make sure to use
 If more than one tile is present in the source image, make sure to use
@@ -171,11 +174,10 @@ works. So, to avoid this situation, there are a few workarounds. Try the
 one that looks better for you:
 one that looks better for you:
 
 
 
 
--  Disable filtering for either the tileset texture or the entire image
-   loader (see the :ref:`doc_import_images` asset pipeline tutorial).
--  Enable pixel snap (set: "Scene > Project Settings >
-   Display/use_2d_pixel_snap" to true).
+-  Disable filtering and mipmaps for either the tileset texture or all tile textures if using separate images (see the :ref:`doc_import_images` asset pipeline tutorial).
+-  Enable pixel snap (Set ``Project > Project Settings >
+   Rendering > Quality > 2d > Use Pixel Snap`` to true, you can also just search for ``Pixel Snap``).
 -  Viewport Scaling can often help with shrinking the map (see the
 -  Viewport Scaling can often help with shrinking the map (see the
-   :ref:`doc_viewports` tutorial).
--  Use a single image for each tile. This will remove all artifacts, but
-   can be more cumbersome to implement.
+   :ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with it's ``Zoom`` may be a good starting point.
+-  You can use a single, separate image for each tile. This will remove all artifacts, but
+   can be more cumbersome to implement and is less optimized.